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Thread: [Primer] Maverick 2.0 - GW/x

  1. #261

    Re: [Primer] Maverick 2.0 - GW/x

    It depends on the situation but DRS, Scooze and even Surgical if needed. I wouldn't fixate too much on a single angle of attack with these decks tho because they can still function pretty well without a graveyard. Most of the time they'll let you have RIP or Ground Seal and remove it when they need to use the yard. I guess Seal cantrips at least but the best you can hope for is to slow them down (which isn't in your interest anyway).

    You could also use Canonist to limit them to 1 spell per turn but they'll probably remove it like they would any other permanent. Fighting snappy doesn't end well usually... it's better to race or go with your own Card advantage.

  2. #262
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    Re: [Primer] Maverick 2.0 - GW/x

    Im sure most of you have seen this by now but...

    Damping Sphere
    Artifact
    If a land is tapped for two or more mana, it produces C instead of any other type and amount.
    Each spell a player casts costs more to cast for each other spell that player has cast this turn.


    This seems pretty neat. If your running Cradle its a nonbo but looks like an overall pretty great Sideboard card to me.

  3. #263
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    Re: [Primer] Maverick 2.0 - GW/x

    Storm and eldrazi hate?

    Don’t think it helps Maverick much unless your meta is infested.
    "eggs... why'd it have to be eggs"

  4. #264
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    Re: [Primer] Maverick 2.0 - GW/x

    If snap caster is what you want to fight, just main like 2 Ooze and board a third. The card is at least decent in most match ups. I think it's a card that people don't play enough of in Maverick personally
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    Top quality german restraint there.

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  5. #265
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    Re: [Primer] Maverick 2.0 - GW/x

    Sphere seems really good against two, in my opinion,really poor match-ups. Food chain and Elves. Its also good against storm and I actually wouldn't mind testing it against miracles and the mentor decks. Together with Thalia and Teeg they should make for a pretty good gameplan. Im not sure its worth considering vs Sol land decks but only time and playtesting will tell.

    As Food Chain, Elves and Storm are quite popular in my area I might try playing two in the Sideboard.

  6. #266
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    Re: [Primer] Maverick 2.0 - GW/x

    Ooze is awesome the only thing that sucks is our Swords don't synergize with it. Doesn't matter if youre just trying to shut down Snapcaster though

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    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by TheMako View Post
    Im sure most of you have seen this by now but...

    Damping Sphere
    Artifact
    If a land is tapped for two or more mana, it produces C instead of any other type and amount.
    Each spell a player casts costs more to cast for each other spell that player has cast this turn.


    This seems pretty neat. If your running Cradle its a nonbo but looks like an overall pretty great Sideboard card to me.
    IMO this card is very very strong, and Maverick will have multiple copies in 75 since it doesn't hurt us at all (maybe cradle but it's narrow).

    Here are my arguments:
    - It tax each second spell like Canonist - so no cantrips mostly unless it's a timewalk after cast.
    - it doesn't die to easily like Canonist - for sure Abrade and K.Command will be on rise, so Miracles is a big loser here.
    - it tax also a creatures so also Elves
    - it stops/slow down Big Eldrazi (almost stop) and small Eldrazi
    - it stops Food Chain / Aluren

    And all of this in 2 mana artifact.

    Analysis based on decks on theSource

    which deck can run it hurtless(mostly):
    - Death & Taxes
    - Maverick
    - Deadguy Ale (B/w Confidant)
    - Pox
    - Vial Goblins
    - Aggro Loam (mostly depends on punishing fire..minor)
    - The Rock
    - Merfolk
    - The Gate

    Which deck it hurts:
    - Turbo Dark Depths (not really) too many 0, 1 spells
    - Eldrazi Stompy (lands produce C...)
    - Grixis Tempo (cantrips)
    - Czech Pile (cantrips, snapcaster)
    - UWx Miracles (cantrips, snapacaster)
    - Elves ! (Cradle, Glimpse chain)
    - Sneak Show (Cantrips, Sol lands, Omni plan)
    - UB Tezzeret (Sol lands)
    - MUD (Metalworker) (Sol lands)
    - Faerie Stompy (Sol lands)
    - Mono-Blue Control (MUC) (Cantrips)
    - Aluren (Combo)
    - Burn (slow down finish)
    - Dredge (no big turn, after Breakthrough, just pass..)
    - BRx Griselbrand Reanimator (taxing darks, unmask etc - but it is mostly too slow hate with cmc 2)
    - Dragon Stompy (sol lands)
    - Solitaire (Enchantress) (combo)
    - The EPIC Storm (Storm)
    - ANT (Storm)
    - Food Chain Combo (combo)
    - U/G Infect - ( pumps)
    - Canadian Threshold (aka RUG Delver, Tempo Thresh) (Cantrips)
    - Team America (BUG Delver) (cantrips)
    - UWx Stoneblade (cantrips, snapcasters)
    - BUG "Shardless" Control (shardless, cantrips)
    - Affinity (it mostly to slow..vs affinity but it hurts)
    - High Tide (hate card)
    - Spanish Inquisition (Storm Combo)
    - Fetchland Tendrils (Storm DDD)
    - Big Red (Mono-R Sneak Attack) (Sol lands, Songs)
    - Zoo (has too low curve so it taxed same as burn)
    - Belcher
    - R/G Lands (Loam slowed down in second cycle, same is true for punishing fire but it's minor)
    - Jund (BBE and minor punishing fire build)

    If I miss some archtype sorry and please add.

    As you see unaffected are: Vial tribals, D&T, Maverick and Rock style decks, which mostly has mid-range mana curve and cast 1 spell per turn and removal in opponent turn.

  8. #268

    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by Fatal View Post
    IMO this card is very very strong, and Maverick will have multiple copies in 75 since it doesn't hurt us at all (maybe cradle but it's narrow).

    Here are my arguments:
    - It tax each second spell like Canonist - so no cantrips mostly unless it's a timewalk after cast.
    - it doesn't die to easily like Canonist - for sure Abrade and K.Command will be on rise, so Miracles is a big loser here.
    - it tax also a creatures so also Elves
    - it stops/slow down Big Eldrazi (almost stop) and small Eldrazi
    - it stops Food Chain / Aluren

    And all of this in 2 mana artifact.

    Analysis based on decks on theSource

    which deck can run it hurtless(mostly):
    - Death & Taxes
    - Maverick
    - Deadguy Ale (B/w Confidant)
    - Pox
    - Vial Goblins
    - Aggro Loam (mostly depends on punishing fire..minor)
    - The Rock
    - Merfolk
    - The Gate

    Which deck it hurts:
    - Turbo Dark Depths (not really) too many 0, 1 spells
    - Eldrazi Stompy (lands produce C...)
    - Grixis Tempo (cantrips)
    - Czech Pile (cantrips, snapcaster)
    - UWx Miracles (cantrips, snapacaster)
    - Elves ! (Cradle, Glimpse chain)
    - Sneak Show (Cantrips, Sol lands, Omni plan)
    - UB Tezzeret (Sol lands)
    - MUD (Metalworker) (Sol lands)
    - Faerie Stompy (Sol lands)
    - Mono-Blue Control (MUC) (Cantrips)
    - Aluren (Combo)
    - Burn (slow down finish)
    - Dredge (no big turn, after Breakthrough, just pass..)
    - BRx Griselbrand Reanimator (taxing darks, unmask etc - but it is mostly too slow hate with cmc 2)
    - Dragon Stompy (sol lands)
    - Solitaire (Enchantress) (combo)
    - The EPIC Storm (Storm)
    - ANT (Storm)
    - Food Chain Combo (combo)
    - U/G Infect - ( pumps)
    - Canadian Threshold (aka RUG Delver, Tempo Thresh) (Cantrips)
    - Team America (BUG Delver) (cantrips)
    - UWx Stoneblade (cantrips, snapcasters)
    - BUG "Shardless" Control (shardless, cantrips)
    - Affinity (it mostly to slow..vs affinity but it hurts)
    - High Tide (hate card)
    - Spanish Inquisition (Storm Combo)
    - Fetchland Tendrils (Storm DDD)
    - Big Red (Mono-R Sneak Attack) (Sol lands, Songs)
    - Zoo (has too low curve so it taxed same as burn)
    - Belcher
    - R/G Lands (Loam slowed down in second cycle, same is true for punishing fire but it's minor)
    - Jund (BBE and minor punishing fire build)

    If I miss some archtype sorry and please add.

    As you see unaffected are: Vial tribals, D&T, Maverick and Rock style decks, which mostly has mid-range mana curve and cast 1 spell per turn and removal in opponent turn.
    What cards do you see us cutting to add this? I'm convinced as you are this will make it, but as always it's tough to know whats best to cut to make it work. It's hard to consider cutting canonist or thalia, but this is harder to remove for sure. Thalia has the added combat benefits though....

  9. #269
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    Re: [Primer] Maverick 2.0 - GW/x

    I'm going down to 1 Choke and 1 canonist to make room for two spheres. I've been down on Choke for a whole, games seldom really go on long enough for it to become a big deal, not sure if I'll miss the second copy so it seemed the obvious choice. Sphere and canonist has a similar effect so I figured id try going down to one just to diversify my threats.

  10. #270

    Re: [Primer] Maverick 2.0 - GW/x

    Not that I want to sound like the cranky guy but I've been on the prelate plan for a while and I only see one matchup in which this is truly better and that is elves. Elves btw who can easily get out of this lock with green sun and 4 mana. Sol lands decks usually can't even compete due to maverick being one of the best wasteland decks and our big girl kotr. Prelate is much better vs all cantrips, snapcaster or combo decks.

    You might be saying 3cc is more than 2 and I would respond that, for maverick, they are the same since we have a lot of ramp.

  11. #271
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    Re: [Primer] Maverick 2.0 - GW/x

    I think thats fair enough Cpt. Currently my plan is to run all 3 cards once sphere is legal. 2 spheres, 2 prelate and 1 canonist. Might end up being overkill but frankly I think its matchups like these that can warrant siding in 5-10 cards to really sure up your defense.

    Caveat - I don't have a ton of experience piloting the deck yet (probably only around 60 hours) so by no means do I have as firm a grasp on matchups as some of the veterans in the thread which may cause me to evaluate cards very differently.

  12. #272
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    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by Cpt-Qc View Post
    Not that I want to sound like the cranky guy but I've been on the prelate plan for a while and I only see one matchup in which this is truly better and that is elves. Elves btw who can easily get out of this lock with green sun and 4 mana. Sol lands decks usually can't even compete due to maverick being one of the best wasteland decks and our big girl kotr. Prelate is much better vs all cantrips, snapcaster or combo decks.

    You might be saying 3cc is more than 2 and I would respond that, for maverick, they are the same since we have a lot of ramp.
    Do you have a list you don't mind sharing?
    "eggs... why'd it have to be eggs"

  13. #273

    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by Fatal View Post
    IMO this card is very very strong, and Maverick will have multiple copies in 75 since it doesn't hurt us at all (maybe cradle but it's narrow).
    I've been looking for a reason to go back to an E-Tutor sideboard plan.
    Mom-mom had to die because of the ground chemicals. http://achewood.com/index.php?date=10272003

  14. #274
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    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by lavafrogg View Post
    Do you have a list you don't mind sharing?
    second that request, QC.

    i am having a crisis of faith over maverick right now because i am too stupid to play the deck proficiently. (this is jake from ck twitch)

    it is easily my favorite deck in the format, but i really need to do some personal work on punts

    last night, after maneuvering to get jitte counters against a DNT deck w/ mirran crusader out, i finally pass w two counters on jitte. my opponent casts council's judgement and i go "well, better use these counters. gain 4 life?" - i was utterly convinced, in that moment, that MC had protection from my equipped DRS -____-

    taking an extra second would have been crucial, but i had already said it.

    mind numbingly bad decision-making that has less to do w/ the actual deck and more to do w how i conduct myself in a match and remembering how cards work.

    i'm only coming here to excise any demons and write it out so i never forget something stupid like that again.

    i love punishing decks but learning maverick has been a bit of a mental ordeal.

  15. #275
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    Re: [Primer] Maverick 2.0 - GW/x

    Recently bought into this deck and have a single Gaea's Cradle in the main deck. To those of you advocating for Damping Sphere, are you playing Cradle? If not, is it for budget reasons or do you feel the deck is actually better without it?

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    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by Jesture View Post
    Recently bought into this deck and have a single Gaea's Cradle in the main deck. To those of you advocating for Damping Sphere, are you playing Cradle? If not, is it for budget reasons or do you feel the deck is actually better without it?
    Cradle is good if you need it: Batterskull, or more equipments, Sigarda or Titania under GSZ. It's bad in heavy removal meta like Miracles, 4c Control.

    I like Dumping Sphere since it's really universal tool, works vs decks which wasn't hated before like 12post.

  17. #277
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    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by Fatal View Post
    Cradle is good if you need it: Batterskull, or more equipments, Sigarda or Titania under GSZ. It's bad in heavy removal meta like Miracles, 4c Control.

    I like Dumping Sphere since it's really universal tool, works vs decks which wasn't hated before like 12post.
    Cool, thanks for the info. So are you playing Gaea's Cradle?

  18. #278

    Re: [Primer] Maverick 2.0 - GW/x

    This is the list I'm rolling with atm.

    Land (24)
    2x Bayou
    1x Dark Depths
    1x Dryad Arbor
    2x Forest
    1x Horizon Canopy
    1x Karakas
    1x Plains
    2x Savannah
    1x Scrubland
    1x Thespian's Stage
    3x Verdant Catacombs
    4x Wasteland
    4x Windswept Heath

    Creature (25)
    1x Birds of Paradise
    4x Deathrite Shaman
    1x Gaddock Teeg
    4x Knight of the Reliquary
    3x Mother of Runes
    2x Qasali Pridemage
    1x Ramunap Excavator
    1x Scavenging Ooze
    1x Scryb Ranger
    2x Stoneforge Mystic
    1x Sylvan Safekeeper
    4x Thalia, Guardian of Thraben

    Enchantment (1)
    1x Sylvan Library

    Artifact (2)
    1x Sword of Fire and Ice
    1x Umezawa's Jitte

    Instant (4)
    4x Swords to Plowshares

    Sorcery (4)
    4x Green Sun's Zenith

    Sideboard (15)
    2x Abrupt Decay
    2x Blessed Alliance
    1x Choke
    2x Sanctum Prelate
    2x Surgical Extraction
    1x Garruk Relentless
    3x Thoughtseize
    2x Zealous Persecution

    Quote Originally Posted by soybars View Post
    i love punishing decks but learning maverick has been a bit of a mental ordeal.
    Maverick has so many activated abilities to mix together that it can be hard to see all the possibilities, and that's why I like it so much. But you need to know which creature to green sun for and what to do with it.
    Just take Scryb Ranger for example. Using it to DRS 3x or even 4x a turn can be deadly if you have the mana (2x on your turn, 2x on your opponent's). It makes DRS deal more than griselbrand!

  19. #279

    Re: [Primer] Maverick 2.0 - GW/x

    I am enjoying some posts on the ole reddit by lorkac and wondered if they post here.
    Mom-mom had to die because of the ground chemicals. http://achewood.com/index.php?date=10272003

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    Re: [Primer] Maverick 2.0 - GW/x

    Quote Originally Posted by Jesture View Post
    Cool, thanks for the info. So are you playing Gaea's Cradle?
    Each time when I'm running Skull and/ or Sigarda - yes. Actually I'm not running either my meta looks like Grixis land - Grixis delver, Grixis control and.. 4c Czech Pile, Miracles and some D&T - this meta doesn't seems friendly for Cradle and overcosted bombs. If meta would reshift for more Sneak & Show, Burn, BUG or Eldrazi I would take a shift.

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